Game
Dragonian: The Imbalance of Sierr
8 years ago

Two-year Anniversary


Hello. I’m NukeOTron, and I make video games.
Two years ago, I released the first build of Dragonian: The Imbalance of Sierr. It was a 3D Zelda-type game made with Game Maker 8.1. It is what it is. I admit it has its faults, but it was my second big 3D action game. Also, I still have to thank those who believed in this game.

I have thought about making a sequel to this for a few years now. The problem is that GM Studio isn’t as friendly about it, especially in 3D graphic rendering.

As for future projects, here are a few ideas I’ve been bouncing around:

Staff of Laria- My big RPG. In all technicality, I’ve been working on this game for about 12 years now, most of it refining the story. It can be made on GM Studio. I’ll still need help making it, especially background tiles and redoing the battle system.
Project Dragolanx- If you’ve looked in the NukeOTron Sucks Collection, you’d notice a little game I made called The Other Phalanx. It had a good story and my personal sense of humor of 2013, and I enjoyed making it. So, why not make a sequel to THAT instead, but with some elements of Dragonian as well?
Silverblade- What if Ironsword actually DID have the barbarian on the cover, and actually DID go through time and space like he was supposed to after Wizards and Warriors 3?
Belgrad- Yes, another one of these Metroidvanias. (…and strangely, Belgrad: Curse of the Castle is relatively popular.) This time, I want to base it more on Simon’s Quest’s map style. I’ll still want a musician to help if I do this one.
Another 3D Action Game- No idea what.

I may have been meaning to do some of these, but I bought a 3DS. :P

Anyway, what do you people think? Should I continue my escapades in the world of game-making? If so, what should I do?



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As mentioned before, I've got a little variable called ScrewIt for testing purposes.

At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.

...IIIIIN SPAAAAAACE!

I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.

...but it doesn't look like "night" yet.

Okay, so maybe looking up how NASA does shuttle launches isn't the best solution, but it's at least less '50s than a Flash Gordon-style rocketship.

I never said perspective was my strong suit, but I'll try, anyway.

There. MUCH better.

In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.

It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.

...and here's the wind-up frame.

It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.

Also, now I have incentive for guns, but probably need a fourth button for punches only.

It's taking me some time to figure out all this 3D nonsense, but it all seems to work.

Each one of those robots can launch twelve missiles from the background, and you have to dodge them.

Concept art time!

Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.

Well, I was looking through some old files, and found some cool stuff.

Apparently, there are only three time zones between Brazil and the UK.

So, I might as well add some clouds and rain.